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Game News Jagged Alliance: Flashback Kickstarter begins

Jaesun

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Updates from the Bear Pit:



Full Control said:
Originally Posted By: Tyxe
I just checked Space Hulk.
Graphics are nice and it looks like a fun game.
But JA 2 (not even talkng about 1.13)gameplay is much more complex than Space Hulk or newer Xcom
My biggest fear would be a similar "simplistic" gameplay than in those 2

Fear not. We don't plan to simplify anything. And of course Space Hulk isn't as complex as JA2. That's why we want to do JA after SH. Step by step, turn by turn. Growing and making better games each time.

Full Control" said:
See, that's why we go on KS right in the pre-production. Nothing is carved in stone yet. We want to hear the feedback. Also on the AP system. So we can filter thorugh it and see what people want.

Full Control" said:
We'll soon do an reddit-ask-us-everything.

Full Control said:
For destruction: You know the thing is, 3D-destruction isn't quite easy to achieve. More destruction is on our list as well but has to be put on to the Stretch goals i think.
 

zwanzig_zwoelf

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If I could work as a cleaner in Crytek offices for a day or so, could I start a Kickstarter and entitle myself as a developer of Crysis trilogy?
 

Jaesun

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Tactical Layer - Core Combat
Update #2 · Apr 25, 2013 · 5 comments

Dear backers and friends,

Day 3 in the campaign and we are super happy about your support and questions! Keep them coming, and we will work hard on keeping you up to date.
In our last update we talked a bit about our ideas for the strategic layer, and this time we want to get to the core and heart of the game.
We just want to briefly note that we have a lot more updates planned, covering detailed information on the ideas we have for the game. From story to world economy and customization options. Soon we'll also be making an update on add-ons and changes to pledges.

We are completely and utterly dependent on your support! So please, pledge share, tweet so that we can make this Jagged Alliance: Flashback a reality!
Currently we're closing in on 20% of our minimum goal, in just 3 days, which we think is a fantastic start being a relatively unknown developer and it means we're on-track.

A big thank you from the bottom of our hearts, and now lets get to the meat of this update.COMBAT!

Core Philosophy of Jagged Alliance: Flashback

There is a great deal of speculation and doubts surrounding what we mean by staying true to the core and what we mean when saying words like “accessibility” or “modern”.
So lets just hammer this one into the ground right away.
“If it ain’t broken - don’t fix it”.

This is where some of the newer games got it wrong we think.

Flashback will be using the same mechanics for the tactical layer as Jagged Alliance 2. We are NOT dumbing anything down or replacing complexity with simplicity.
We will try to take a look at some mechanics and see if it’s possible to tweak and improve them. A prime example of this is stealth and fog of war. So read on.

But you say you are not making JA2

Yes - We are not making a new Jagged Alliance 2, we are making an all new game, but this does not mean that we’re moving away from the gameplay it pioneered.

We are making a new story - using the JA2 core tactical mechanics, selected pieces of 1.13 community patch as well as additions of our own.

A new story means we can include a new setting, dream up new missions and introduce all new enemies - but at the same time the current budget means we're restricted in the scope of the game in terms of assets and the total amount of mercenaries, which are a scalable factor of the final budget. However, all of these elements do NOT change the core gameplay.

Simply put, more money = more game content.

We don't just want Flashback to be a rehash of JA2, we want to ensure that the improvements made by the community are taken into consideration. We want to show you how AIM came about and we want to expand the backstories of your favourite mercenaries. We think these are ample reasons to make a new game for both new and old fans to enjoy!

Movement, Line of Sight and Fog of War

This wouldn't be a true Jagged Alliance game without the hybrid system, therefore we are bringing back the hybrid system, enabling real time positioning your troops while roaming in a given sector outside of combat.

When the enemy comes into line of sight of any squad member, the game turns into the classic turn-based combat system from JA2. Read more about that part further down.

During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.
To make things a little more interesting while roaming, we are adding fog of war to the game. This adds exploration as part of the game. When entering an undiscovered sector most of it will be black, and is only revealed as you explore it.

This opens up a whole new dimension to the game, and we think it’s something that could really add to the tactical depth of the game.

Turn-Based Combat System

Going into turn-based combat will be very much like JA2.

You will have the standard action point system to perform movement, shooting, reloads, detonating C4 etc. The amount of action points for each turn is still depending on the state of the unit in terms of health, fatigue, stress, current stance and even possibly a more complex suppression system like in the 1.13 mod.

We will not touch a lot of this and change it. It’s more about using modern computer power to visually aid the player with movement path display, information about cover, effective ranges of weapons and more. Making it more accessible for players to play the game without having to have the manual open.

Enemy Factions

If there’s one thing we want to do with Flashback, then it is to introduce a varied amount of enemies.

The game is not black and white, east vs. west, there are shades of grey - the Russian presence introduces a massive amount of turmoil on San Christobal, and various factions
will compete against each other, some more active than others.

Trust will play a central role in the game, because it’s not everyone you can trust, not even the CIA.

It’s entirely up to you how you proceed and portray yourself throughout the game, are you ruthless enough to torture your enemies or will you be merciful enough to gain the trust of the resistance?

The amount of factions, the political aspect of this and the influence into the game is partly part of stretch goals - as this adds an entire new layer of art assets and balancing into the game.

We will go more into this and the story behind Flashback in a later update.

All the Nitty Gritty Details

It is important for us to give you this quick overview.

It’s become apparent to us that there are a gazillion questions about the details and also a lot of personal wish lists for what should and should not be in the a new Jagged Alliance game. We’re currently in pre-production of the game so we do not have all the little details in place yet, which is also why we’re taking all your feedback in to see which direction to take the game.

We will add more updates through the next weeks that will go into more depth on different aspects. For example we are looking hard at making a more deep stealth mechanism, taking weapon modification into the game and so on.

But end of the day a lot of these details are impossible to answer before we know more about the final budget. Every little feature and art asset costs money to produce. And we want to make sure that we keep what we promise!

Until next time.

The Full Control JA Team
 

Lorica

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Are they holding Jagged Alliance hostage? "More money = more content" and "backers decide the systems, lol!" are okay in moderation. At this stage, though...
 

Wizfall

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During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.
and a few turns after leaving it
:retarded:
Yes it's weird but it's the only thing we can nitpick IMO.
Otherwise the updates are just great and almost exactly what i want to hear.
I'm already in but really don't know about this developer.
For this budget quite a lot of people seems to think it's impossible.
I would be happy with a new JA game twice shorter than JA2 if the mechanics are as good though.
Damn on the paper it looks so good.
 

ceics

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Ah the hell with it all. I backed the project, just because i miss a new, proper JA game so fucking much. They seem on the right path so far... a few communication hiccups at it and uninteresting first campaign pitch but hey! Not everybody is Brian Fargo and InXile. They should find their way about it by the time the reach the 30th day of campaigning.
 

Kz3r0

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Their real problem is that are still under one hundred thousand dollars after three days, barring some unexpected development this will probably fail.
 

MetalCraze

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Their real problem is that are still under one hundred thousand dollars after three days, barring some unexpected development this will probably fail.
Unfortunately it won't and they will rape JA a third time.

JA is even less lucky than Fallout. It always ends in hands of devs who are completely clueless about any kinds of games. At least Bethesda had some experience in making dumb shit. But current JA devs are just trash makers who have zero clue what JA is.

ceics said:
Not everybody is Brian Fargo and InXile.

Yep, JA Cashback dev track record makes Fargo and InXile look competent in comparison.
 
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HobGoblin42

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t always ends in hands of devs who are completely clueless about any kinds of games.
That's not the main problem. Money and time is.
Somebody with a trillion dollars and 10 billion man hours but without a fundamental understanding of JA wouldn't make a decent JA game any more than somebody with a week and $20 but vision would.

The complexity regarding features and content made JA 2 unique. And both require money to realize, no matter how good your understanding is.
 

Lorica

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But as long as we're talking about the primary problem, it's understanding. If it were a building, you wouldn't argue that time and money were the primary obstacles to building a cathedral when the architect is talking about building a barn that he compares with a cathedral. Money and time may be limiting factors and certainly affect the business decisions to proceed or not proceed with a game, but calling it the primary problem when there are so many expensive flops and so many interesting shoe-string games seems to be selective vision.
 

MetalCraze

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That's not the main problem. Money and time is.
Yes all it takes to develop a proper sequel to JA2 is money and time

I guess that makes Duke Nukem Forever the best shooter in existence, with Aliens Colonial Marines being a close second
Hired Guns Jagged Edge which was going to be JA3 until they lost license (because they've spent too much time on it) must be the best tactical turn-based game ever.

Talent and experience are overrated. Just throw more money at a game and it will automatically become awesome /AAA-retard mindset
 
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350.000 Dollars aim? I think with Shadowrun Returns we already have a cheap looking ipad tactical game with barebones mechanics and Flash aesthetics. One is really enough.
 

Cassidy

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Why should I back this doubtful and questionable project for "soccer dads" in the hands of people who only have a record of developing shit before it? Would you back a Todd Howard kickstarter for a "hardcore turn-based CRPG" too?
 
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HobGoblin42

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Yes all it takes to develop a proper sequel to JA2 is money and time

I guess that makes Duke Nukem Forever the best shooter in existence, with Aliens Colonial Marines being a close second
Hired Guns Jagged Edge which was going to be JA3 until they lost license (because they've spent too much time on it) must be the best tactical turn-based game ever.

Talent and experience are overrated. Just throw more money at a game and it will automatically become awesome /AAA-retard mindset

You didn't understand the basic statement.
The primary prerequisites to develop a proper JA2 are sufficient money and (development) time. Without that, even the greatest developer talents simply can't create all those features and content that made JA2 so great (200+ maps, day/night, 60+ mercs, 100+ weapons, 60+ NPCs, various features, economy, militia, vehicles, destructible environment, cutscenes, crafting, dialogues, merc relationships, etc. etc.).
With sufficient money and budget, even a semi-talented developer team could create a proper remake because the game design is already there and doesn't need big changes. The product would just need some interface improvements and a state-of-the-art visualization.
But the required budget for such a proper remake would easily exceed $3 mio USD. So, it's not the lack of motivated developer teams out there (every developer is free to develop a spiritual JA2 successor), the main reason is the money.
Take2 took the risk with XCOM and succeeded (due to a multi-platform release).
 

Jaesun

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Since they already have an engine, would that not shave off a significant amount of the budgetary requirements?
 

MurkyShadow

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When they're saying that "Nothing is carved in stone yet.", it could also be read as "We still don't really have an idea how we may to pull this off".
It sounds like they want make this their Jagged Alliance, not a Jagged Alliance. Testing the waters, how far can you alienate/have to care about
an old fan-base, and be on your way, doing what you want. And if, what Take2 and Firaxis did, runs under success...
That was the ego-shooter* equivalent of a tactical strategy game.
*too edgy?
 

Kz3r0

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Not one hundred thousand dollars yet, already failed, if they are smart will cancel this and relaunch in two weeks, the time to ge t a fucking idea of what they want to do and short enough to mantain the interest of the original backers, if they drag this on for a month the license will become untouchable.
 

cvv

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:roll: typical Codex.

I guess it's time to whip out the good ol' Benford's law of controversy:

"Passion is inversely proportional to the amount of real information available."
 

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